gzdoom-gles/wadsrc/decorate/doom/archvile.txt
Christoph Oelckers 8c2f651bdb - Replaced the static string buffer in ProcessStates with an FString.
- After doing some tests with state label scopes I had to conclude that
  using '.' both for separating sub-state-labels and scope resolution 
  identifiers does not work reliably unless all actor class names were
  prohibited from being used as state labels.  Since that is undesirable
  the only solution is to change the scope resolution operator. Fortunately 
  no WADs so far have used it so implementing such a breaking change isn't 
  a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.


SVN r375 (trunk)
2006-11-04 22:26:04 +00:00

85 lines
1.5 KiB
Text

//===========================================================================
//
// Arch Vile
//
//===========================================================================
ACTOR Archvile 64
{
Game Doom
SpawnID 111
Health 700
Radius 20
Height 56
Mass 500
Speed 15
PainChance 10
Monster
+QUICKTORETALIATE
+SHORTMISSILERANGE
+FLOORCLIP
+NOTARGET
SeeSound "vile/sight"
PainSound "vile/pain"
DeathSound "vile/death"
ActiveSound "vile/active"
MeleeSound "vile/stop"
Obituary "$OB_VILE"
States
{
Spawn:
VILE AB 10 A_Look
Loop
See:
VILE AABBCCDDEEFF 2 A_VileChase
Loop
Missile:
VILE G 1 BRIGHT A_VileStart
VILE G 9 BRIGHT A_FaceTarget
VILE H 8 BRIGHT A_VileTarget
VILE IJKLMN 8 BRIGHT A_FaceTarget
VILE O 8 BRIGHT A_VileAttack
VILE P 20 BRIGHT
Goto See
Heal:
VILE "[\]" 10 BRIGHT
Goto See
Pain:
VILE Q 5
VILE Q 5 A_Pain
Goto See
Death:
VILE Q 7
VILE R 7 A_Scream
VILE S 7 A_NoBlocking
VILE TUVWXY 7
VILE Z -1
Stop
}
}
//===========================================================================
//
// Arch Vile Fire
//
//===========================================================================
ACTOR ArchvileFire
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle Add
Alpha 1
States
{
Spawn:
FIRE A 2 BRIGHT A_StartFire
FIRE BAB 2 BRIGHT A_Fire
FIRE C 0 BRIGHT A_FireCrackle
FIRE CBCBCDCDCDEDED 2 BRIGHT A_Fire
FIRE E 0 BRIGHT A_FireCrackle
FIRE EFEFEFGHGHGH 2 BRIGHT A_Fire
Stop
}
}